Comments (4)
The physical aspects of the simulator will be defined by the simulator itself. Things like the decks, rooms, stations configs, systems, and personnel will be built into the saved simulator. However, these things could be overridden by the timeline events which initialize the flight. Decks and rooms could change, personnel could decrease, systems could be added, etc.
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This kind of thing actually fits relatively well with the entity-component system design (referred to in #23 and at https://en.wikipedia.org/wiki/Entity_component_system). Essentially, each entity can be tagged with components. To give the simulator a certain property (e.g. a cloaking device), you attach the component to the simulator. Simulation behaviors would then find all entities that have that behavior attached to them, and respond accordingly.
from thorium.
Depends on #34
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Missions, Template Simulator (along with all of the necessary assets) should be import/exportable and portable so they can be easily transferred between installations.
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Related Issues (20)
- Core Feed Notification for Hacking
- Timeline Sensors: Update Sensor Grid "Remove" Doesn't Work
- Crew: Team Roles
- Coolant System Won't Generate a Report
- Using node v12 instead of the latest LTS version (v18)
- Timeline Event: Macro Buttons
- Sensors Scan Delay
- Add "Call Muted" to comms viewscreen card
- Setting "Fusion Engine" Rate Doesn't Work
- ADD STATIC FEATURE REQUEST
- PIP Priority Setting
- Probe Processed Data History
- "FLUX" Thrusters
- Internal Processed Data
- External Sensors Delay
- Add something to help identify internal messages sent by core.
- Probes: Launching probes with the same name doesn't allow management of new probes of same name
- I can no longer add timeline steps, nor can I delete timeline events.
- "Injuring" NPCs
- Can't start application (yarn install throws errors) HOT 6
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